Dice & Glory vs Werewolf: The Apocalypse
Compare Dice & Glory and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.
| Dice & Glory | Werewolf: The Apocalypse | |
|---|---|---|
| Genre | Fantasy, Universal | Horror, Modern, Fantasy |
| Tags | Crunchy, Toolkit, Character Building, Simulation, Tactical, Freeform Magic, Superpowers | Atmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy |
| Core Mechanic | Dice Check: roll d20 plus a skill modifier (skill rank + attribute + miscellaneous) and meet or beat a difficulty the GM sets. Standard difficulties run from 10 for easy to 35 for impossible. Attack rolls and saving throws use the same d20, though an attack must also beat the target's Agility Class. A natural 20 is a critical success and a natural 1 a critical failure. | Build a d10 dice pool, usually from an Attribute plus a Skill. Each 6 or higher is a success, and meeting the Storyteller-set Difficulty wins. Pairs of 10s add successes. Rage dice replace regular dice up to current Rage and can cause Brutal outcomes. |
| Dice | d20 | d10 dice pool |
| Complexity | Very High | High |
| Accessibility | Medium | Medium |
| Runnability | High | Very High |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — Storytellers Vault |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | $$ |
| Publisher | Ranger Games Publishing | Renegade Game Studios |
| Year | 2014 | 2023 |
| Best For | Rules-comfortable groups building a long campaign from scratch, who would rather engineer a spell or a fighting style than choose one from a list. | Groups who want long-form modern horror about shapeshifter packs defending communities from ecological and spiritual threats, with violent power constrained by moral and social consequences. |
| Highlights | Experience points work as a currency rather than a level track, so an attribute increase and an extra attack come off the same price list. The core book contains no spell list, so a spell is built from its method and effect and then developed with money and time. Knockout points absorb nonlethal damage while weapons bypass them for hit points, so beating an opponent unconscious and killing them are different outcomes. | Rage dice make supernatural power volatile because Brutal results can redirect failed actions into destruction or magnify successful violence. Choosing a Garou form changes a character's capabilities, creating tactical and narrative options. Caerns give the pack an improvable spiritual home whose traits connect campaign advancement to territory and community. |
| Considerations | Task resolution switches between high-roll d20 checks and roll-under percentile proficiencies, so two scales run side by side. Spells and superhuman powers are built rather than chosen from a list, so two characters of the same level can differ widely in practical capability. Power scale needs policing: fantasy, superheroic, divine, and modern technology all run on one framework. | After a turn without a kill, Crinos requires Willpower each turn or frenzy follows, making the war form difficult to sustain outside violent scenes. Harano and Hauglosk can remove a Garou from play when despair or absolutism fills either track, making moral decline a campaign-level consequence. The game centers mature environmental and spiritual horror, including graphic violence and themes of exploitation and extremism that require deliberate table boundaries. |